AzerothCore 3.3.5a
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npc_anubisath_sentinel::aqsentinelAI Struct Reference
Inheritance diagram for npc_anubisath_sentinel::aqsentinelAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

void selectAbility (int asel)
 
 aqsentinelAI (Creature *creature)
 
void ClearBuddyList ()
 
void AddBuddyToList (ObjectGuid CreatureGUID)
 
void GiveBuddyMyList (Creature *c)
 
void SendMyListToBuddies ()
 
void CallBuddiesToAttack (Unit *who)
 
void AddSentinelsNear (Unit *)
 
int pickAbilityRandom (bool *chosenAbilities)
 
void GetOtherSentinels (Unit *who)
 
void Reset () override
 
void GainSentinelAbility (uint32 id)
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void SpellHitTarget (Unit *target, SpellInfo const *spellInfo) override
 
void JustDied (Unit *) override
 
void DamageTaken (Unit *, uint32 &damage, DamageEffectType, SpellSchoolMask) override
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 
void UpdateAI (uint32 diff) override
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
SpellInfo const * SelectSpell (Unit *target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect)
 
void SetEquipmentSlots (bool loadDefault, int32 mainHand=EQUIP_NO_CHANGE, int32 offHand=EQUIP_NO_CHANGE, int32 ranged=EQUIP_NO_CHANGE)
 
void SetCombatMovement (bool allowMovement)
 
bool IsCombatMovementAllowed () const
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat (NOTE: Creature engage logic should NOT be here, but in JustEngagedWith, which happens once threat is established!)
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 
virtual void HealReceived (Unit *, uint32 &)
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 
virtual void HealDone (Unit *, uint32 &)
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the max threat target, which may not always be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Public Attributes

uint32 ability
 
int abselected
 
ObjectGuid NearbyGUID [3]
 
bool gatherOthersWhenAggro
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
bool IsFleeing
 

Private Attributes

bool _enraged
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ aqsentinelAI()

npc_anubisath_sentinel::aqsentinelAI::aqsentinelAI ( Creature creature)
inline
106 : ScriptedAI(creature)
107 {
109 abselected = 0; // just initialization of variable
110 }
Definition: ScriptedCreature.h:192
void ClearBuddyList()
Definition: mob_anubisath_sentinel.cpp:114
int abselected
Definition: mob_anubisath_sentinel.cpp:70

References abselected, and ClearBuddyList().

Member Function Documentation

◆ AddBuddyToList()

void npc_anubisath_sentinel::aqsentinelAI::AddBuddyToList ( ObjectGuid  CreatureGUID)
inline
121 {
122 if (CreatureGUID == me->GetGUID())
123 return;
124
125 for (int i = 0; i < 3; ++i)
126 {
127 if (NearbyGUID[i] == CreatureGUID)
128 return;
129 if (!NearbyGUID[i])
130 {
131 NearbyGUID[i] = CreatureGUID;
132 return;
133 }
134 }
135 }
Creature * me
Definition: ScriptedCreature.h:282
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:106
ObjectGuid NearbyGUID[3]
Definition: mob_anubisath_sentinel.cpp:112

References Object::GetGUID(), ScriptedAI::me, and NearbyGUID.

Referenced by AddSentinelsNear(), and GiveBuddyMyList().

◆ AddSentinelsNear()

void npc_anubisath_sentinel::aqsentinelAI::AddSentinelsNear ( Unit )
inline
171 {
172 std::list<Creature*> assistList;
173 me->GetCreatureListWithEntryInGrid(assistList, 15264, 100.0f);
174
175 if (assistList.empty())
176 return;
177
178 for (std::list<Creature*>::const_iterator iter = assistList.begin(); iter != assistList.end(); ++iter)
179 AddBuddyToList((*iter)->GetGUID());
180 }
void GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
Definition: Object.cpp:2488
void AddBuddyToList(ObjectGuid CreatureGUID)
Definition: mob_anubisath_sentinel.cpp:120

References AddBuddyToList(), WorldObject::GetCreatureListWithEntryInGrid(), and ScriptedAI::me.

Referenced by GetOtherSentinels().

◆ CallBuddiesToAttack()

void npc_anubisath_sentinel::aqsentinelAI::CallBuddiesToAttack ( Unit who)
inline
154 {
155 for (int i = 0; i < 3; ++i)
156 {
158 if (c)
159 {
160 if (!c->IsInCombat())
161 {
162 c->SetNoCallAssistance(true);
163 if (c->AI())
164 c->AI()->AttackStart(who);
165 }
166 }
167 }
168 }
Creature * GetCreature(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:213
virtual void AttackStart(Unit *)
Definition: UnitAI.cpp:27
Definition: Creature.h:46
void SetNoCallAssistance(bool val)
Definition: Creature.h:261
CreatureAI * AI() const
Definition: Creature.h:136
bool IsInCombat() const
Definition: Unit.h:1702

References Creature::AI(), UnitAI::AttackStart(), ObjectAccessor::GetCreature(), Unit::IsInCombat(), ScriptedAI::me, NearbyGUID, and Creature::SetNoCallAssistance().

Referenced by GetOtherSentinels().

◆ ClearBuddyList()

void npc_anubisath_sentinel::aqsentinelAI::ClearBuddyList ( )
inline
115 {
116 for (uint8 i = 0; i < 3; ++i)
117 NearbyGUID[i].Clear();
118 }
std::uint8_t uint8
Definition: Define.h:110

References NearbyGUID.

Referenced by aqsentinelAI(), GetOtherSentinels(), and Reset().

◆ DamageTaken()

void npc_anubisath_sentinel::aqsentinelAI::DamageTaken ( Unit ,
uint32 damage,
DamageEffectType  ,
SpellSchoolMask   
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

302 {
303 if (!_enraged && me->HealthBelowPctDamaged(50, damage))
304 {
305 _enraged = true;
306 damage = 0;
309 }
310 }
@ SPELL_ENRAGE
Definition: mob_anubisath_sentinel.cpp:51
@ TALK_ENRAGE
Definition: mob_anubisath_sentinel.cpp:53
Talk
Definition: boss_fathomlord_karathress.cpp:25
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:379
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const
Definition: Unit.h:1459
bool _enraged
Definition: mob_anubisath_sentinel.cpp:313

References _enraged, UnitAI::DoCastSelf(), Unit::HealthBelowPctDamaged(), ScriptedAI::me, SPELL_ENRAGE, and TALK_ENRAGE.

◆ GainSentinelAbility()

void npc_anubisath_sentinel::aqsentinelAI::GainSentinelAbility ( uint32  id)
inline
251 {
252 me->AddAura(id, me);
253 }
Aura * AddAura(uint32 spellId, Unit *target)
Definition: Unit.cpp:19127

References Unit::AddAura(), and ScriptedAI::me.

Referenced by JustEngagedWith().

◆ GetOtherSentinels()

void npc_anubisath_sentinel::aqsentinelAI::GetOtherSentinels ( Unit who)
inline
199 {
200 bool* chosenAbilities = new bool[9];
201 memset(chosenAbilities, 0, 9 * sizeof(bool));
202 selectAbility(pickAbilityRandom(chosenAbilities));
203
206 int bli;
207 for (bli = 0; bli < 3; ++bli)
208 {
209 if (!NearbyGUID[bli])
210 break;
211
213 if (!pNearby)
214 break;
215
216 AddSentinelsNear(pNearby);
217 CAST_AI(aqsentinelAI, pNearby->AI())->gatherOthersWhenAggro = false;
218 CAST_AI(aqsentinelAI, pNearby->AI())->selectAbility(pickAbilityRandom(chosenAbilities));
219 }
220 /*if (bli < 3)
221 DoYell("I dont have enough buddies.", LANG_NEUTRAL, 0);*/
224
225 delete[] chosenAbilities;
226 }
#define CAST_AI(a, b)
Definition: ScriptedCreature.h:28
void AddSentinelsNear(Unit *)
Definition: mob_anubisath_sentinel.cpp:170
void CallBuddiesToAttack(Unit *who)
Definition: mob_anubisath_sentinel.cpp:153
int pickAbilityRandom(bool *chosenAbilities)
Definition: mob_anubisath_sentinel.cpp:182
void selectAbility(int asel)
Definition: mob_anubisath_sentinel.cpp:72
void SendMyListToBuddies()
Definition: mob_anubisath_sentinel.cpp:146

References AddSentinelsNear(), Creature::AI(), CallBuddiesToAttack(), CAST_AI, ClearBuddyList(), ObjectAccessor::GetCreature(), ScriptedAI::me, NearbyGUID, pickAbilityRandom(), selectAbility(), and SendMyListToBuddies().

Referenced by JustEngagedWith().

◆ GiveBuddyMyList()

void npc_anubisath_sentinel::aqsentinelAI::GiveBuddyMyList ( Creature c)
inline
138 {
139 aqsentinelAI* cai = CAST_AI(aqsentinelAI, (c)->AI());
140 for (int i = 0; i < 3; ++i)
141 if (NearbyGUID[i] && NearbyGUID[i] != c->GetGUID())
142 cai->AddBuddyToList(NearbyGUID[i]);
143 cai->AddBuddyToList(me->GetGUID());
144 }
aqsentinelAI(Creature *creature)
Definition: mob_anubisath_sentinel.cpp:106

References AddBuddyToList(), CAST_AI, Object::GetGUID(), ScriptedAI::me, and NearbyGUID.

Referenced by SendMyListToBuddies().

◆ JustDied()

void npc_anubisath_sentinel::aqsentinelAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from ScriptedAI.

279 {
280 bool cast = false;
281 for (int ni = 0; ni < 3; ++ni)
282 {
284 if (!sent)
285 continue;
286 if (sent->isDead())
287 continue;
288 cast = true;
289 DoCast(sent, SPELL_HEAL_BRETHEN, true);
290 DoCast(sent, SPELL_TRANSFER_POWER, true);
291 }
292
293 if (cast)
294 {
296 }
297
299 }
@ SPELL_SUMMON_SMALL_OBSIDIAN_CHUNK
Definition: mob_anubisath_sentinel.cpp:47
@ SPELL_HEAL_BRETHEN
Definition: mob_anubisath_sentinel.cpp:50
@ SPELL_TRANSFER_POWER
Definition: mob_anubisath_sentinel.cpp:49
@ TALK_SHARE_BUFFS
Definition: mob_anubisath_sentinel.cpp:54
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
bool isDead() const
Definition: Unit.h:1824

References UnitAI::DoCast(), UnitAI::DoCastSelf(), ObjectAccessor::GetCreature(), Unit::isDead(), ScriptedAI::me, NearbyGUID, SPELL_HEAL_BRETHEN, SPELL_SUMMON_SMALL_OBSIDIAN_CHUNK, SPELL_TRANSFER_POWER, and TALK_SHARE_BUFFS.

◆ JustEngagedWith()

void npc_anubisath_sentinel::aqsentinelAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

256 {
259
262 }
void DoZoneInCombat(Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
Definition: CreatureAI.cpp:94
void GainSentinelAbility(uint32 id)
Definition: mob_anubisath_sentinel.cpp:250
uint32 ability
Definition: mob_anubisath_sentinel.cpp:69
void GetOtherSentinels(Unit *who)
Definition: mob_anubisath_sentinel.cpp:198
bool gatherOthersWhenAggro
Definition: mob_anubisath_sentinel.cpp:228

References ability, CreatureAI::DoZoneInCombat(), GainSentinelAbility(), gatherOthersWhenAggro, and GetOtherSentinels().

◆ pickAbilityRandom()

int npc_anubisath_sentinel::aqsentinelAI::pickAbilityRandom ( bool *  chosenAbilities)
inline
183 {
184 for (int t = 0; t < 2; ++t)
185 {
186 for (int i = !t ? (rand() % 9) : 0; i < 9; ++i)
187 {
188 if (!chosenAbilities[i])
189 {
190 chosenAbilities[i] = true;
191 return i;
192 }
193 }
194 }
195 return 0; // should never happen
196 }

Referenced by GetOtherSentinels().

◆ Reset()

void npc_anubisath_sentinel::aqsentinelAI::Reset ( )
inlineoverridevirtual

Reimplemented from ScriptedAI.

231 {
232 if (!me->isDead())
233 {
234 for (int i = 0; i < 3; ++i)
235 {
236 if (!NearbyGUID[i])
237 continue;
239 {
240 if (pNearby->isDead())
241 pNearby->Respawn();
242 }
243 }
244 }
247 _enraged = false;
248 }

References _enraged, ClearBuddyList(), gatherOthersWhenAggro, ObjectAccessor::GetCreature(), Unit::isDead(), ScriptedAI::me, and NearbyGUID.

◆ selectAbility()

void npc_anubisath_sentinel::aqsentinelAI::selectAbility ( int  asel)
inline
73 {
74 switch (asel)
75 {
76 case 0:
78 break;
79 case 1:
81 break;
82 case 2:
84 break;
85 case 3:
87 break;
88 case 4:
90 break;
91 case 5:
93 break;
94 case 6:
96 break;
97 case 7:
99 break;
100 case 8:
102 break;
103 }
104 }
@ SPELL_STORM_BUFF
Definition: mob_anubisath_sentinel.cpp:44
@ SPELL_MENDING_BUFF
Definition: mob_anubisath_sentinel.cpp:27
@ SPELL_KNOCK_BUFF
Definition: mob_anubisath_sentinel.cpp:29
@ SPELL_MANAB_BUFF
Definition: mob_anubisath_sentinel.cpp:31
@ SPELL_THORNS_BUFF
Definition: mob_anubisath_sentinel.cpp:36
@ SPELL_REFLECTAF_BUFF
Definition: mob_anubisath_sentinel.cpp:34
@ SPELL_MSTRIKE_BUFF
Definition: mob_anubisath_sentinel.cpp:41
@ SPELL_REFLECTSFr_BUFF
Definition: mob_anubisath_sentinel.cpp:35
@ SPELL_THUNDER_BUFF
Definition: mob_anubisath_sentinel.cpp:38

References ability, SPELL_KNOCK_BUFF, SPELL_MANAB_BUFF, SPELL_MENDING_BUFF, SPELL_MSTRIKE_BUFF, SPELL_REFLECTAF_BUFF, SPELL_REFLECTSFr_BUFF, SPELL_STORM_BUFF, SPELL_THORNS_BUFF, and SPELL_THUNDER_BUFF.

Referenced by GetOtherSentinels().

◆ SendMyListToBuddies()

void npc_anubisath_sentinel::aqsentinelAI::SendMyListToBuddies ( )
inline
147 {
148 for (int i = 0; i < 3; ++i)
150 GiveBuddyMyList(pNearby);
151 }
void GiveBuddyMyList(Creature *c)
Definition: mob_anubisath_sentinel.cpp:137

References ObjectAccessor::GetCreature(), GiveBuddyMyList(), ScriptedAI::me, and NearbyGUID.

Referenced by GetOtherSentinels().

◆ SpellHitTarget()

void npc_anubisath_sentinel::aqsentinelAI::SpellHitTarget ( Unit target,
SpellInfo const *  spellInfo 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

265 {
266 if (spellInfo->Id == SPELL_TRANSFER_POWER)
267 {
268 if (Creature* sentinel = target->ToCreature())
269 {
270 if (sentinel->IsAIEnabled)
271 {
272 CAST_AI(aqsentinelAI, sentinel->AI())->GainSentinelAbility(ability);
273 }
274 }
275 }
276 }
Creature * ToCreature()
Definition: Object.h:197

References ability, CAST_AI, SpellInfo::Id, SPELL_TRANSFER_POWER, and Object::ToCreature().

Member Data Documentation

◆ _enraged

bool npc_anubisath_sentinel::aqsentinelAI::_enraged
private

Referenced by DamageTaken(), and Reset().

◆ ability

uint32 npc_anubisath_sentinel::aqsentinelAI::ability

◆ abselected

int npc_anubisath_sentinel::aqsentinelAI::abselected

Referenced by aqsentinelAI().

◆ gatherOthersWhenAggro

bool npc_anubisath_sentinel::aqsentinelAI::gatherOthersWhenAggro

Referenced by JustEngagedWith(), and Reset().

◆ NearbyGUID